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So the alternative for you is, what, never have DLCs and instead make the base game take months and years longer to create, forsee all possible planned content ahead of time, and keep the price the same?
That's not realistic. CA is a business. They aren't going to work on a gigantic game that is TWW, include all the DLC up front they want to ever possibly do. That's a looooong time of investment with 0 returns.
And even if they were to do that, you can bet a dollar the price would be jacked way up to compensate for the massive amount of work in one go. And then people would comaplain about that instead. Then the game would get marginal support, and eventually stop being supported. The end.
The TWW DLC policy is objectively one of the best in the gaming industry. None of it is required to have a functional, fun, game. All of it just adds extra play time and experience to the base game. It harkens back to ye olde days of DLC where the content delivered is substantial rather than added frivolous cosmetic garbage or core game play locked behind paywalls like we see a lot these days.
Plus, it gives a reason for the devs to support the game years after it has been released. Look at what they did for Empire, a game 1 race. They reworked it twice now, each time better than the last. And you didn't even have to buy the DLC for the rework, itj ust happened to be free and included in the DLC.
bruh started talking about skinwalkers or smn idk.
Must have asked Chat GPT to give him an essay on reskins.
How do you objectively determine it's worth, and that it's generating "more money than it's worth" also isn't that technically true for every sale ever. Why would someone sell something *under* value and lose money for their work instead of trying to gain money, and how is it a bad thing to do that.
Having a business model around selling DLC isn't "cutting the game into parts" lol. All it means is they are planning for the game to live longer via DLC (they have employers to pay regardless) and i'm all for it, since it means longer lasting and better games, not constant "new" games that add very little because the base is being reworked constantly.
There is no way to really say it's "cut up in parts" in any objective manner then, since we presumably agree it would've been impossible for them to have done and coded everything and not have released it right away, in order to sell parts of the game as DLC. Your complain then, basically amounts to "DLC bad"
Not to mention, Warhammer 1 2 and 3 are successful and people want more content and a more lords, even though the main factions from tabletop have already been done, there is still tons of added lore and such. Some people want to see Albion, some want Nippon, one person wants an Eldyra DLC.....
"it's made to generate money" Yes. Is that a question or something? like yeah, of course it is.... that's how businesses work. I'm sorry but were you under the impression that corporations make products for the good of mankind or something?
Actually that's literally impossible, without the game being in development for 10 years like an indie Early Access game. That's why DLC exists, they make a game that is solid on it's own, and then release expansions to it, because doing it all at once would require a massive development time.
AND i think i need to mention that while the game itself is in development, people still need to be paid, employers and employees need to be paid, hence why what you are describing virtually never happens
I don't see how DLC to the game is "cutting it up" just because you say so, basically, and it's a business model, which doesn't in itself mean anything.
A product can't sell for more than it's worth. The worth of a product is the value people are ready to pay for it.
If you're starving and I sell you a loaf of bread for $20, that's what a loaf of bread is worth, at least to a starving man.
But how does it work, when people are basically tricked into buying it?
Also every product is sold for more than it´s worth - as we also make the prices for them, as at some point there are people who can demand something, to give it away. By default nothing has a price - it´s free. But that´s gonna be partly a philosophical discussion, as it´s about how money is created in the first place - and which stances one has towards certain societal ideas - and after that it would be about economy. So it would probably derail a bit.
That worked back when we numbered the hundreds of thousands or more, but good luck in a global society approximating 8.12 billion people. The plumber, the soldier, the electrician doesn't want to barter, he wants currency, the crucial component of this modern economy.
And on top they wouldn´t share their gains very well, when they have formed global structures, compared to having a small local business. So they should have some social responsibility, as their impact and market power is much bigger. And the costumers are not able to handle it, as those with more money don´t seem to think much about how they spend their money - and which consequences it has for the less fortunate, as the companies will orientate to maximize the profits, which is their main job. Their main job is not to distribute goods to as many people as possible while being able to live off of it.
Also the products which we produce don´t matter much - as it´s about who owns the caves, as these are the ones who can demand something. Without cave - there´s no product. And if someone has a cave which also contains a gold mine: It´s good luck i guess (while gold is a bad example, as it´s mainly valuable, because people collect it - only a fraction is used by the industry. So the price of it is high, without any rational need for it to be so high.)